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YOU FOUND A WHAT???!!!

URBAN SCROUINGING AND SEARCHING


FOR THE ALL FLESH MUST BE EATEN RPG
Original non-Eden Studios concepts 2003, W. D. Robertson, eviloverlord668@yahoo.com

Ammos getting low, only five shells left. Been drinkin rain water for the last
three days, and havent eaten since the day before yesterday. Well, kid, its time
to go see what we can find out there. Yeah, yeah, itll be bad. Real scary.
Zombies everywhere. But if we dont find more food and ammo soon, well be
too weak to run, and too low on ammo to shoot our way out. Get up! Go on, get
up! Nows as good a time as any. Its getting dark. Well have plenty of cover.
Just follow me. Stick to the shadows. Dont silhouette yourself. Dont let em
see ya. Just take a deep breath. Everythingll be fine. Just fine

At some point in most AFMBE scenarios, players will find their characters getting
low on ammo, fuel, food and water, or all that and more. Sure, the characters
can search, but what exactly do they find? Obviously, the entirety of human
manufacturing endeavors is free for the picking if you can get past the gangs,
zombies, and other survivors. In lieu of winging it, the following guidelines are
suggested.

In searching urban areas or other areas of human habitation, the following


factors come into play:

Type of Scrounging:
1. Look for specific item(s): Targeted Search
2. Look for any useful item: General Search

Search Method
1. Look in buildings very difficult, but better chance of finding usable items
2. Look in habitations difficult, wider range of items, but condition highly
variable
3. Look for zombies carrying the desired item(s) normal, but requires
combat, and condition of item(s) highly variable, usually in need of repair
New Skill: Zombie Baiting: One of more characters distract the
zombie(s) while their buddy tries to snatch the desired item.

Using skill Survival (Urban):


1. Skill level + Intelligence: knowing where to look
2. Skill level + Perception: noticing useful items
3. Skill level + Strength: breaking into search areas by brute force
4. Skill level + Dexterity: squeezing through small openings into search area
5. Modifying Quality: Situational Awareness: Targeted Search
6. Modifying Quality: Luck: General Search

Alternatively, use your local equivalent of Survival (Urban). Scrounging, Looting,


and Pilfering are good skill substitutes. Or just use Notice or Streetwise.

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Outcome of Search (Combined Table)

Modifier Difficulties Result # Targeted Search General Search


No roll Routine N/A Roll on Random Junk/raw materials
Item chart,
below.
+5 or Easy 9-10 Adequate: Find Roll 1D10 + 7 on
more item or similar Random Item chart,
item. Item needs below.
minor repairs.*
+3 to +4 Moderate 11-12 Decent: Find Comfort items
item sought. Item (entertainment,
needs minor personal grooming)
repairs.*
+1 to +2 Average 13-14 Good: Find item Long Term Survival
sought. Item is (camping/survival
serviceable. gear)
No Challenging 15-16 Very Good: Find Long Term Survival
modif item sought. Item (preserved food, clean
ier is in excellent water)
condition.
-1 to 2 Difficult 17-20 Excellent: Find Immediate Survival
item sought. Item (hand weapon or
is in mint missile weapon)
condition.
-3 to 5 Very 21-23 Extraordinary: As Immediate Survival
Difficult above, but with (firearm, ammunition)
extras (ex. ammo,
spare parts., etc.)
-6 to 9 Heroic 24+ Mind-boggling: Perishable items (fresh
As above, with gourmet food, complex
more extras (ex. pharmaceuticals,
cache of items or working high
item and related maintenance
items) machinery, such as jet
aircraft)
-10 or Near 30+ Supply Dump Everything and more
more Impossible
*Minor repairs item malfunctions on roll of 1 on 1D10 until repaired.

ALTERNATELY: For each level of success, allow a roll on the Random Item
chart below. Roll 4D6 for each find in a General Search or 1D6 in the specified
category for each find in a Targeted Search.

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Random Item(s): Roll 4D6 to determine category of find. If more detail or an extra random element
is desired, roll an additional 1D6 to narrow the find.
Roll Item(s) found
4 Ammunition (arrows/bolts, bullets, shells). Roll 1D6
1: arrows or crossbow bolts
2: small caliber pistol
3: large caliber pistol
4: small caliber rifle
5: large caliber rifle
6. shotgun shells (1 = 410 gauge, 2-3 = 20 gauge, 4-6 = 12 gauge); other
gauges possible: 16 gauge, 28 gauge, 10 gauge, 8 gauge, flechette rounds,
non-lethal shells (rubber, wooden dowels, etc.), etc.
5 Alcohol, tobacco, narcotics
1-2: alcohol
3: smokeless tobacco
4: cigarettes/cigars
5: mild drugs marijuana, prescription drugs
6: heavy drugs heroin, PCP, cocaine
6 Food/water (clean water, preserved food)
1-2: potable water (jugs, cans, bottles, etc.)
3-4: survival food (dehydrated just add potable water!)
5-6: MREs
7 Tools (mechanical, electrical, wood, manual labor, specialty)
1: mechanical automobile or other machinery
2: power tools torches, arc welders, saws, drills, etc.
3: woodworking chisels, squares, knives, etc.
4: manual labor shovels, axes, post-hole diggers, etc.
5: electronics computers, radios, etc.
6: specialty military, gunsmithing, blacksmithing, etc.
8-9 Parts (spares, repair items, etc.)
1-3: common item (tires, Fix-a-Flat, JB Weld, caulking, paint, etc.)
4-5: less common items (machined parts, springs, sprockets, etc.)
6: rare items (laboratory equipment probes, empty IV bags, etc.)
10-11 Transportation (bicycle, car, truck, etc.)
1: muscle-powered (skateboard, bicycle, scooter, pogo stick)
2: spare tires, car batteries, etc.
3-4: civilian vehicle (car, pickup truck, motorcycle)*
5: utility vehicle (bulldozer, cherry-picker, cable TV van)*
6: other (military, custom, specialized)*
*Vehicle may contain other items at the ZMs discretion.

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12-14 Comfort/Vanity items (furniture, perfume, personal grooming items,
lamps, paintings, etc.)
1-3: furniture
4-5: other household items (curtains, lamps, blankets, computers, etc.)
6: non-medical grooming items, household cleaners, etc.
15-16 Entertainment (books/magazines, games, electronic games, radio, etc.)
1: written material
2: recorded material (audio CDs or cassette tapes)
3: radio (1-4 = AM/FM, 5 = CB radio, 6 = short wave)
4: electronic media (television, computer, etc.)
5: portable electronic game
6: other (pornography, home stereo system, DJ turntables, musical
instruments, CD players, tape recorders, non-portable game systems, etc.)
17-18 Clothing (street clothes, sneakers, light boots, caps, light jackets, etc.)
1: footwear*
2-3: clothing (street casual, grunge, formal, etc.)*
4: light jacket*
5: hat(s), cap(s)*
6: costume(s)*
*Roll yet another 1D6 if the roll is greater than the characters Strength, the
clothing fits, albeit baggy if the roll is much higher
19-20 Shelter (building supplies, secure area)
1-2: wood: plywood, lumber, etc.
3: sheet metal, cement, high-density polyethylene sheets, etc.
4: nails, screws, etc.
5: intact secured building or room
6: securable attic or crawlspace
21 Survival (packs, flashlights, matches, knives, tents, BDUs, LBE, cold
weather clothes, batteries, etc.)
1: pack, rucksack, LBE, BDU, etc.
2: matches, lighters, flint/steel strikers, etc.
3: tools (hatchets, folding shovels, gun cleaning kit, knife sharpener, etc.)
4: cold weather survival gear or other abnormal environment (i.e. wet suit)
5: batteries (disposable or rechargeable)
6: medical supplies (1-2 = medicine, 3-6 = first aid)
22 Hand weapons, missile weapons (bow, crossbow, slingshot, etc.)
1: edged, small (knife)
2: edged, large (machete)
3: blunt, small (sap, blackjack, etc.)
4: blunt, large (baseball bat, pipe, etc.)
5: exotic (sword, flail, mace, halberd, etc.)
6: missile weapon (bow, crossbow, slingshot, etc.)*
*may have ammo at ZMs discretion

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23 Fuel (gasoline, diesel, kerosene, alcohol, etc.)
1: grain alcohol (useable in vehicles with carburetors)*
2-3: unleaded gasoline*
4: diesel*
5: kerosene*
6: leaded gasoline*
*Roll 1D6 on a 1, the fuel is contaminated and needs to be filtered
24 Firearms
1: handgun (revolver). Roll 1D6. The higher the roll, the higher the caliber.*
2: handgun (semiauto.) Roll 1D6. The higher the roll, the higher the caliber.*
3: shotgun (pump, semiautomatic, single shot, double barrel, etc.)*
4: sporting rifle. Roll 1D6. The higher the roll, the higher the caliber.*
5: non-sporting rifle (semiautomatic carbine, sawed-off shotgun, etc.)*
6: assault rifle (M-16, M247 SAW, M-14, etc.)*
*May have ammo and/or accessories at ZMs discretion.

Optional Tables:

What is the condition of the find?


Roll 1D10 Condition of item(s)
1-2 Perfect/mint/still in box (can be used immediately)
3-6 Used but serviceable (can be used immediately, may malfunction
on a roll of 1 on 1D10 each time used until cleaned/repaired/etc.)
7-8 Used but needs minor repairs (can be used immediately, but will
malfunction)
9 Used but needs major repairs (cannot be used immediately)
10 Unusable (scrap it unless you can rebuild it)

Modifiers to condition of the find


+1 Per two months after the collapse of civilization
+1 to +2 Minor exposure to the elements (inside, but roof leaks)
+3 to +5 Major exposure to the elements (laying in open field)
-2 Warehouse
-1 Private home

How much is found?


Roll 1D6 Result
1 Not enough for one
2 Enough for one
3 Enough for 1D3 + 1
4 Enough for 1D6
5 Enough for 1D6 X 1D6
6 Enough for you and all your friends and your friends friends.
This last table is deliberately vague, obviously.

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